The writing of this game isn't very good.
I'm playing the full-experience mode.
- The intro before the sandbox unlocks is very sloppily written. The exposition just drips off it, while all of these factoids could've been conveyed through actual conversation instead of as random remarks.
- When Stacy teases the MC about having slept with many women, he could reply that as her personal porn star, this is to their benefit. Stacy could then press on him that he's always welcome to sleep with other women and maybe convince them to get on camera as well.
- Instead of the $350 exposition, have Stacy produce an actual overview. The MC studied business; he shouldn't be afraid of numbers and should see the merit of creating savings.
- Address the porn company as "ours". What the dialogue conveys now is that Stacy owns it and the MC pays for it.
Additionally, let the MC/player have more of a say instead of being the studio's wageslave and bull. Even if it's the illusion of choice, make us feel invested.
- The Fetish Locator app gets brought up a few times, and Stacy says she has the data. Instead of just mentioning this, let Stacy say how she plans to use this data.
For instance, the MC could ask if Stacy made any headway with the database, and Stacy could mention that she's on it but that it would be faster if AmRose were around. She could sigh and wish AmRose wouldn't have gotten angry about keeping the data, but at least their conscience is clear because they deleted her data. Stacy could be planning to use the database to see which kinks were the most popular.
- During Stacy's blowjob, every action ends with Stacy asking for more, even if only the two cum actions are available. This doesn't feel good. Our partner wants more cock, but we can't give it to her. Instead, after the last option, have Stacy encourage the MC to release any way he wants.
- The MC is out of breath when he runs to start his first day at the IT company. Nari calls him out on it, and he says he hasn't been to the gym. But he's been delivering sausages by bicycle, taking up most of his days. His stamina should be great.
- AmRose goes to the bathroom, but the next click continues their conversation. Her question only exists so the MC could joke about using a bucket; otherwise, we would've gotten the MC waiting for her and maybe remembering some stuff about her.
- Foreshadowing can be done a lot more subtly. AmRose visits, the MC thinks he missed something, and then doesn't tell Stacy about AmRose's visit because it is late... But it's still light outside, as we can see through the windows. It sets up a plot in the most moronic way.
Even when, moments later, Stacy brings up FL, the MC doesn't think about mentioning AmRose.
- When Stacy asks the MC about the girls at the office and if anyone piqued his interest, we're forced to talk about all three of them. This is a shame, because it prescribes that the player should be interested as well. This isn't necessarily the case, since (I assume) we can opt out of LIs.
- "It's already too late tonight - I might have other plans."
MIGHT have other plans? Why wouldn't the MC know what plans he has? Is he self-aware, and does he know he's a character in a sandbox game?
- We're told several times that it's the summer break. Does this matter? Will the MC go back to school?
Other nitpicks/frustrations:
- I wish they wouldn't call the logical puzzle "programming", it's not. It would make more sense to call it some kind of junior data analyst position. This would also be more in line with the business education the MC wanted to do.
- As a whole, I'm not seeing much added value to the sandbox experience.
There are several times in the early game where you're forced to skip a timeslot to proceed. This feels nonsensical to me; the early game should be filled with opportunities to pass time productively.
- I don't like the energy system. We work for $52 for half a day, spend $25 (!!!) on an energy drink, and still might not have enough energy or time to do a 2nd shift. This feels unbalanced.
- The little animations are nice, but I don't like that I have to click to see the next line of dialogue. There's no reason why these animations can't automatically progress.
- I wish the UI also showed the day of the week and the amount of money we have.
Some stuff I enjoy:
- The delivery minigame is fairly good.
It's quick and requires some insight to make the MC use the most efficient route.
- The IT programming game feels inspired.
It requires a kind of sudoku thinking to solve.
- I'm so happy to have Stacy back. I've always enjoyed her.
- Timeslots aren't all or nothing. Traveling takes time; speaking to someone can pass the time as well.
- Nari is cute.
That's the end of the first 7 days of gameplay.
All of this combines to a relatively mediocre experience. Stacy carries the game (so far), so if you didn't love her in FL, then I don't think you'll like this installment.